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Mycellanious

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Posts posted by Mycellanious

  1. 1 hour ago, NoisyAssassin said:

    Ooooh, that does sound fun! I haven't tried more than 1 Survivor yet (who's usually my go-to for Magical Training). What does the rest of your list look like when running that setup?

    This was a pretty common Recover Evidence list for me:

    The Worker's Champion (Arcanists)
    Size: 50 - Pool: 6
    Leader:
      Mei Feng
    Totem(s):
      Forgeling
    Hires:
      Kang
      Sparks LeBlanc
      Survivor
        Magical Training
      Survivor 2
      Survivor 3
      Rail Worker
      Metal Gamin
     

    Obviously you could drop the Railworker and Metal Gamin for more guns if you want, but I wanted to maximise Kang's pulse. Dropping Sparks for 2 Railworkers is also really effective. 

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  2. We don't usually advise crews based on "new player friendliness." All crews in the game have a degree of depth and complexity that is only really unlocked after 10+ games with them. The important part is finding the crew that you want to play 10 games with. 

    If you know your prefered playstyles from other games, be they minisgames, Magic TG, or video games, that will help us recommemd things. 

    Cooper is a Master-Focused Keyword. Cooper has a Big Gun and his Keyword is based around helping him use that by doing things like moving him around the board, buffing him, or turning off Friendly Fire. 

    His main beater is the Malisaurus Rex, beefy and fairly fast with the abilty to reposition enemy models. 

    His main Scheme runners are the Good Doggos, Artemis and Ullr. Artemis can use Nimble to get up the board quickly, while Ullr can use By Your Side to teleport next to him 

     

    Mc Cabe is a support master who hands out beneficial upgrades to his crew. Doing so gives out the Fast Condition, which allows his models to take extra Actions during their turns. In this way, the crew plays this minigame of hot potato where they toss a sword around between all of them which is super fun! The entire Keyword is HIGHLY mobile. 

    The crew doesn't really have a big beater model, although the Henchman Sidir can do some serious damage with his gun. 

    The primary Schemers of the Keyword are the Huckers, who can teleport around the map near walls and can False Claim to drop 2 Scheme Markers in the same place instead of just 1. This is extrodinarily powerful for scoring certain Schemes, like Detonate Charges.

     

    Ivan is a Summon master. Generally we steer new players away from Summoners, because they tend to want to have their whole Keyword available to Summon which means more $$ spent upfront. 

    That aside, Ivan Summon models from the Shadows of his enemies. The crew is split into two groups: those Shadows (Umbra) and the Humans (Dua). 

    The Shadows are expendable combat-oriented models used to slow down your opponent and tie up his models in combat.

    The Humans tend to be support-oriented, although it is important to note their "Ungentlemanly Affairs" ability. This turns negative effects into positive ones, so although this models might not hit very hard, they do hit very reliably. 

    The big beater of the crew is the Brocken Spectre, a slow, bulky shadow that prevents enemies near it from Healing. Its primary attack is also Irreducible damage, meaning the damage cannot be lowered for any reason, such as Armor, Shielded, or Soul Stones. This allows the Spectre to demolish models which are typically nigh unkillable. 

    The primary Schemer of the Keyword is Eva Havenhand. She can teleport around the map using the same ability as the Huckers, and she has Don't Mind Me which allows her to Interact even if she is in combat (this is very rare and powerful). Then, her bonus action can Lock Away the marker to prevent enemies from picking it up

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  3. 1 hour ago, NoisyAssassin said:

    Interesting. I've usually tried to spread out and advance a lot more on T1. That sounds like an interesting opening strategy with all the 2/4/X damage tracks in the crew though. Too bad I didn't consider it until it's no longer as relevent :(

    It's still *relevant* just capped at 2. It means you need to use some Focus before activating Kang Turn 2. If you havent tried the Foundry gunline yet definitely give that a shot! Kang + 3 Survivors is super fun!

  4. 29 minutes ago, regleant said:

    Now I’m confused again. 🤣

     

    If you control an enemy model to drop a scheme marker, it drops yours. But if you control an enemy model to attack another enemy model, does it burn Distracted, since Distracted comes into play when one model attacks an enemy model. 
     

    If not, how does the model count as both Enemy and Friendly at the same time?

    What is confusing you is that the game makes a distinction between *friendly-controlled* and *friendly*

    Models NEVER change who they think is friendly or enemy. Things like Obey control them to take Actions against their will. 

    So if you Obey a Peacekeeper to attack Hoffman, Hoffman could actually Relent if he wanted because both models are still friendly to eachother even while the PK is controlled by an Enemy. Furthermore, Hoffman could NOT use Protected, because the PK is NOT an enemy model. 

  5. 9 hours ago, NoisyAssassin said:

    ...huh. What are you doing with them T1 that all have an AP to focus, and Kang ends up in range of everyone for two whole turns? Are you not laying any rail lines or moving forward early?

    They are. In general they simply Railwalk once and Concentrate near Kang. Forgeling tries to create 2 Scrap, as is standard giving Burning to Kang.

    The next bit is situarion depending on map and matchup, but usually Kang Pulses out Focus and either walks-focuses or walks-walks. Then Mei Feng creates Scrap under Kang, and the crew (except Gamin and Forgeling) Railwalks up and concentrates around Kang.

    Turn 2 you would just Activate Kang first and blamo 3 Focus

  6. 7 hours ago, Thatguy said:

    Yeah. Guild needs it's crutch. 

    Pretty sure there was a reason that Trained Ninja got changed but LLC is still the same. Lol

    Outside of Rasputina, I don't think that  anyone in Arcanists is significantly below the curve, and this Errata flattened the curve quite a bit.

    Idk they just compiled the VWS data and our masters, excluding Colette and Kaeris, had low pick and/or win rates. 

    4 of our masters have less than a 30% wr, 3 are around 50 (which is healthy), and then there was Colette. 

    Plus Arcanists were among the least represented Factions for the past few tournaments.

  7. 19 minutes ago, retnab said:

    Ahh yep didn't think of SS Miners but that'll do it lol.

    As for Sparks, he's always been stupid fragile with multiple short range effects that want you to put him in the enemy's face.  That's better with him being a Henchman, but I'm not sure burning stones was the difference between him being worth or not.  Plus what I was bringing him for before was 99% giving out Fast and making Mei and the Golem blast back onto enemies daring to attack them in melee, and with those options gone I'm not seeing it.  At the moment the best value I can see with him is taking him with Mech Rider or Envy to make them do more dakka, I'll have to try it out and see.

    Yea its too soon for me to call it a buff or a nerf, just a rework. I always suspected Wyrd didnt intend for you to just load your crew with bombs. Interestingly, sparks is able to Command your non-Constructs. Maybe that helps Willie out? 

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  8. 53 minutes ago, Plaag said:

    wyrd just made bad keyword design-almost all keywords havent got all for competitive game(we have few of them that have almost all like shen, dreamer, hoff, some others-good healing, good schemerun, good tanky models, good support, good dd), thats why we need to go ook and versatile to play competitive games with masters we like

     

    I disagree. Wyrd designed most Keywords very well, the problem is individual models overperforming. 

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  9. 17 minutes ago, Xavian and Deathgrip said:

    To be fair, programming is outside of Wyrd's wheelhouse, a licensed game by a dedicated developer would probably be a better outcome. 

    That would need a company to show interest in buying the rights however, and since it isn't that big of a franchise, and indie devs like making their own dreams, this is highly unlikely. 

    I personally believe that Malifaux has the strength of aesthetic to pull in an audience beyond fans of the IP (the Shadowrun Returns series did this for example), but I still hate how much of a pipe dream this is, I would love a Malifaux game. 

    The real answer is that a fan would need to do most of the work out of their own sheer desire, and then get noticed by a larger corporation that backs them and gives them the resources to expand on, polish, and complete their idea. Like with what just recently happened with TBOI

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  10. Malifaux as an IP would excel REALLY well if it were done in a Disco Elysium style format. The world is very alien and distinct from our own, so that would need to be accentuated in some way or players would probably just get confused. I could see a rougelike progression system working well, but malifaux isn't really an IP where battles just rage in the streets, it is more clandestine than anything

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  11. 3 minutes ago, OhBee86 said:

    If I had upgrades as good as any of those, I'd max them out too!

     

    I play Ten Thunders and Guild, and none of the upgrades for those factions are anywhere as good as Arcanists'. I'm not saying they don't have their place, but I usually prefer to have 2 SS instead of a mediocre upgrade.

     

    This is kind of my point. I rarely find that I chose my upgrades for anything other than VERY specific situations. Arcanists and Bayou, for instance, have upgrades that are good for every game. Free SS, free summon, free focused, etc can be used in all games, and I want something like that for all factions.

    TT has some of the BEST Upgrades in the game. Trained Ninja is absolutely insane. Two of Guild's upgrades I think are good and situational, but LLC is an Upgrade you take 2 of every game. Just Armor 1 by itself gives you more than 2ss worth of reduction over 5 Turns. 

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  12. 1 hour ago, OhBee86 said:

    That's a very good point. 2E, while enjoyable, was definitely a logistical nightmare in some cases. It also fostered many NPEs, because new players were being asked to keep track of some many things that could vary drastically from one game to the next, even with the same Master.

     

    The main reason this conversation came up was because our group seems to rarely use the faction-specific upgrades. It obviously depends on the situation, but most players prefer to just have the 2 SS. We got to talking about workarounds and upgrades people would want to take. One thing left to another, and now here we are.

     

    What if certain upgrades couldn't push a model over a certain SS cost? Like, max 10 SS after the upgrade? Something to prevent the monster models from becoming too powerful.

    What Factions do you all play? As an Arcanist I want max copies of every Upgrade every game...

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  13. 4 hours ago, Fetid Strumpet said:

    I'll respectfully disagree with Bete, but I will hedge my disagreement on mostly her performance in GG0. I had gotten some games of GG1 in before Covid hit, so it is entirely possible GG1 made her somewhat decent, though again from my limited experience I'd still disagree, though I'll certainly try her again extensively if I get more games in at some point. My main issue with her is that she brings one good thing to the table, Trail of Gore. I find when she's most useful, it's as a Model that rarely attacks and basically serves as an 8ss scheme marker destroyer. Which in certain applications is good, but 8 SS good, which also requires the bringing of specific other models to generate the resources for her to actually utilize her defensive mechanics reliably? I'm dubious that's really all that valuable. But I'm willing to take another fresh look to see if GG1 improved her.

    The difference for you two may be that the VWC has decided that Bete can use her Bonus Action to Charge even if she doesn't Unbury

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